#version 410 core 
			
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;

void main()
{
    gl_Position = projection *  view * model * vec4(aPos, 1.0);

	// 给片段着色器法线  法线矩阵
	//http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/the-normal-matrix/
	Normal = mat3(transpose(inverse(model))) * aNormal;

	// 给片段着色器 顶点在世界空间中的位置
	FragPos = vec3(model * vec4(aPos, 1.0));

	TexCoords = aTexCoords;
}